Anyways, now that that is done I wanted to add this: the stealth ladder.The stealth ladder is an alternative to the normal stealth rules I never gave a shit about. all stealth units (with one exception) can be seen with binoculars or by a radar dish (they must be within 15" of said dish). However, all stealth units being able to see other ones by just being able to didn't seem right to me. A spy can't see a starcraft ghost, he is literally invisible. so, I decided to make the stealth ladder. from worst, to best, it goes-scouts-champions and heroes*-spies-snipers/vincent-ninjas-deadpools-SCII ghosts-ghosts**-Sloo7 04 W4Rs-spy hunters****they can be seen by all units, but they can still see scouts because their stealth isn't that good, because they are on the bottom rung.**ghosts can not be seen by radars, but goggles, binoculars, cameras, and ghost busters can see them.***I'll post his stats laterconstructive criticism welcome

Last edited by samuelzz10 on Fri Jan 11, 2013 11:57 pm, edited 1 time in total.

FIRE NINJA: CP: 41 (all abilities included)Skill: 1d6 (+1d6+1cc)Armor: 6 (+1d6 cc)Move: 8"SPECIAL: Has all ninja abilities.Supernatural dice pool: 1d4, 3d6, 1d10Supernatural cliche: fire: All supernatural attacks must use fire. Or do they?Dabble: (+3cp) a supernatural unit can spend another 2d6 to dabble. Dabbling is using a cliche different than the one intended. you can use any ability this way, but you must sacrifice 2d6, which dose not go to anything, and you can regain the 2d6 by doing an ability that uses your cliche. If you are using necromancing abilities, rolling less than 3 on any resurrect roll will "kill" the unit using it, and he will transport into the body he is resurrecting, losing all abilities, and turning into a normal minifig. (the resurrected body does not keep its abilities from the past life, it is just a normal minifig.) If a medic heals the old body, the soul jerks out of the new body and returns to the old one, good in capture the flag)

You could just say "2d6 can turn into 1d12", even though 1d6 are more than 1d12s in terms of cost, but I don't use cp either way.

GREEN GOBLIN:Armor: 13Skill: 2d8Move: 5" (glider moves 15" per turn)Special:The green goblin has the villain cliche. (all feats must be villainous, cowardly, and dastardly)the green goblin, if on his glider can throw pumpkin bombs. He gets 15" range, and it does 3d6 damage.

samuelzz10 wrote:Armor: 13Skill: 2d8Move: 5" (glider moves 15" per turn)Special:The green goblin has the villain cliche. (all feats must be villainous, cowardly, and dastardly)the green goblin, if on his glider can throw pumpkin bombs. He gets 15" range, and it does 3d6 damage.

samuelzz10 wrote:Armor: 13Skill: 2d8Move: 5" (glider moves 15" per turn)Special:The green goblin has the villain cliche. (all feats must be villainous, cowardly, and dastardly)the green goblin, if on his glider can throw pumpkin bombs. He gets 15" range, and it does 3d6 damage.